Lunaran.com Matthew Breit Level Designer | Texture Artist
Sat, Jan 30th, 1999 | 8:00am
After much work on the site in between finals and around my personal time with the AvP Marine demo, the Deathmatch Mapping Encyclopedia is up and running. ... okay, limping. There's one or two things that aren't done yet. Like snazzy graphics. And the connectivity section. I had to be up ASAP, but expect Connectivity to be up by Monday, and the snazzy graphics sometime later. :)
For those of you who are new, welcome. If you're one of the whopping 1500 people that visited this site when it was still hosted by AOL, (*flinch*), I've updated a few things since the move to Fragland:
- There is (will be) an entirely new section on connectivity, soon as I get that done. It gives (will give) advice on making the map easy to navigate, and how quickly a player can get from one place to another.
- The flow section is mostly new. This section is mainly on keeping gameplay smooth and keeping the players moving around, both in map layout, item placement and in architecture.
- Couple new things in the Item Balance section on placement.
- More in the Architecture section, on planning your level, making a layout, and flow charts.
In the future, I hope to be able to talk to different mappers and map reviewers and ask them their advice on what to do and what not to do when making a deathmatch map. I'll also add a section on the difference between a Quake2 deathmatch and a Half-Life deathmatch, Quake2 being mad killing and Half-Life being more strategic and featureful. I may also add a "Things Never To Do" section, with a new taboo from a different person every week or so.
All input is more than welcome.